Ambiera ForumDiscussions, Help and Support. |
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I have this hair model and I exported it from Daz3D in OBJ format. Whilst the model loads fine in MeshLab (as shown) in CopperCube parts of the model are missing as indicated. What could be causing this please ? Many thanks. MeshLab : CopperCube : |
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try to turn your material in two sided in coppercube... |
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Made no difference... |
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Polycount limitation perhaps...but it strange... |
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Yes it's odd. I tried various export options, even exporting it as one whole group, but CopperCube always ignores one part of the model. 76K polys in this model... As can be seen when I look at it in Unwrap3D, where it loads fine.... CopperTube appears to be ignoring the 'Hair1' group... |
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I think the reason for this is the amount of vertices/triangles. CopperCube internally uses 16 indices (in order to work with old hardware) and sometimes has troubles importing meshes with more than 65K because of that. A simple workaround for this would be to use another texture for half of your mesh (and export with file format supporting materials). |
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Thanks for your input Niko. Unfortunately the only format that Daz3D and CopperCube share is OBJ.. What if I spilt the hair model up into two parts, could they then be loaded separately ? I'll try it. |
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The answer is no - I tried it but the model for the previously missing group is all messed up in CopperCube. Hmmm. |
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It loads fine in the Unwrap3D and also in MeshLab, but this is what the 'Hair1' group looks like in CopperCube.... The hair part is about 60K polys, so less than 65K. |
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in Unwrap3D in UU3D is decimator features. Maybe you could try to decrease the Polycount |
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What do you not try to group Hair1 and Hair2 in one group?Try it. Also,I have a vehicle model with 350k vertices/triangles and it don't have missing parts .So CC is not limited at 65k. |
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I don't have the full version of UU3D at the moment, but MeshLab can decimate too. I tried it but it screws up the mesh in a similar way to above. I just found that CC can import Collada and I got it working with more success by exporting from Daz in Collada format. It's probably going to be okay actually... So yeah Skullboy, you may be right about the poly limit. Perhaps there is just a limit with OBJ ? I know my way around OBJ okay now and that's what I am used to working with in my animations. I can still use OBJ for the head. It's not so important for the hair as that will be static (but joined to the head). So really as long as I can get the model into CC that's fine. BTW - Is there some way to work in Orthographic mode ? I can't get used to the perspective view and it's difficult to compare models in CC with what I see in Daz Studio. Or even just change it in the Javascript final output ? Thanks for the input folks, much appreciated |
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I don't have the full version of UU3D at the moment, but MeshLab can decimate too. The UU3D keep the uv map, that is the big difference ! ;) I'm not sure it is allowed to use DAZ modells without the Game licence in a 3D Gameengine ? http://www.daz3d.com/indie-game-... |
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It's a personal project for now and just something to help me learn. I was aware of the license thing, but I'm not sure where I am going with this right now. First I need to see if what I want to do is going to work. I may make my models in Blender, but for now Daz is a quick solution. |
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@niko spam alert |
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